Difference between revisions of "Security"

From RimWorld Wiki
Jump to navigation Jump to search
 
Line 75: Line 75:
 
=== Turrets ===
 
=== Turrets ===
 
{{Recode|section=1|reason=1) See commented out table for comparison ideas 2) put DPS graphs on single set of axes}}
 
{{Recode|section=1|reason=1) See commented out table for comparison ideas 2) put DPS graphs on single set of axes}}
 
 
The [[mini-turret]], [[autocannon turret]], and [[uranium slug turret]] are automatic defenses that fire at enemies within range. They require power to operate, and after firing require reloading or barrel changes that consume resources; this cost is dependent on difficulty.
 
The [[mini-turret]], [[autocannon turret]], and [[uranium slug turret]] are automatic defenses that fire at enemies within range. They require power to operate, and after firing require reloading or barrel changes that consume resources; this cost is dependent on difficulty.
 
<!--
 
<!--
Line 85: Line 84:
 
|-
 
|-
 
! colspan=3 | {{Hover title|link=no|dotted=yes|DPS taking into account both weapon accuracy and pawn/turret accuracy|True DPS}} over Range
 
! colspan=3 | {{Hover title|link=no|dotted=yes|DPS taking into account both weapon accuracy and pawn/turret accuracy|True DPS}} over Range
 +
|-
 +
! [[Mini-turret]]
 +
|-
 +
| {{Weapon Iterated DPS Chart|Mini-turret gun|Normal|0.96}}
 +
|-
 +
! [[Autocannon turret]]
 
|-
 
|-
 
| {{Weapon Iterated DPS Chart|Autocannon|Normal|0.96}}
 
| {{Weapon Iterated DPS Chart|Autocannon|Normal|0.96}}
| {{Weapon Iterated DPS Chart|Mini-turret gun|Normal|0.96}}
+
|-
 +
! [[Uranium slug turret]]
 +
|-
 
| {{Weapon Iterated DPS Chart|Uranium slug cannon|Normal|0.98}}
 
| {{Weapon Iterated DPS Chart|Uranium slug cannon|Normal|0.98}}
 
|}
 
|}

Latest revision as of 00:30, 26 November 2024

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Menus Architect Work Schedule Assign Animals Wildlife Research Quests World History Factions Menu

Colonists can build the following security structures to help protect the colony from harm:

Sandbags Barricade Mortar Spike trap Mini-turret Uranium slug turret
Autocannon turret Foam turret Rocketswarm launcher IED trap IED incendiary trap IED EMP trap
IED firefoam trap IED smoke trap IED antigrain warhead trap IED tox trap IED deadlife trap

Security constructions[edit]

A security construction is a building your colonists can build that helps protect your colony.

Types of security structures:

  • Cover - Barricades and sandbags both provide good cover, excellent for defensive firing positions. Largely interchangable except for crafting recipes, with barricades using wood, stone and metals and sandbags using textiles. See below for summary, or either barricades or sandbags for material comparisons.
  • Turrets - Several types of totally autonomous weapons with different optimum ranges. Best when placed to cover common entry points, but requires power and occasional rearming.
  • Mortar - Long-range and very damaging manned turret but requires ammunition and replacement barrels, have long warmup and cooldown times, and are highly inaccurate. Also has a variety of ammunition types for different effects. See mortar for details.
  • Traps - Single use, passive structures that inflict a one-time injury. Colonists and friendlies will try to avoid them, and some enemies are smart enough to avoid them. Friendlies have a 0.4% chance of triggering traps. They are categorized into two types:
    • Spike trap - a simple single-target damage source. See spike trap for material comparisons.
    • IEDs - made from mortar shells, they explode in a radius for an effect dependent on their type. See below for summary.

Cover[edit]

Note that these values are the base values - all stats will be affected by material choices. See either barricades or sandbags for material comparisons.

Name HP base Cover Beauty Work to Make Flammable Material Cost
Barricade 300 55% -3 320 100%
Material dependent
Stuff 5
Sandbags 300 55% -10 180 0% Stuff 5

Turrets[edit]

The mini-turret, autocannon turret, and uranium slug turret are automatic defenses that fire at enemies within range. They require power to operate, and after firing require reloading or barrel changes that consume resources; this cost is dependent on difficulty.

True DPS over Range
Mini-turret
Autocannon turret
Uranium slug turret

Note that the use case of the mortar, rocketswarm launcher and foam turret are not directly comparable to other turrets or each other. For detailed analysis and comparison, see their respective pages.

Traps[edit]

Spike traps deal 100 Sharp damage to a single, modified by the material's Melee Sharp Damage multiplier. See spike trap for material comparisons.

Name Damage Type Radius Notes
IED trap 50 Bomb 4 -
IED incendiary trap 10 Flame 4 Ignites pawns and surroundings causing further damage
IED EMP trap 50 EMP 11 Does no actual HP damage, stuns mechanoids and some structures
IED firefoam trap - Firefoam 10 Does no damage, puts out and prevents fires
IED smoke trap - Smoke 8.6 Does no damage, only deploys smoke.
IED antigrain warhead trap 550 BombSuper 15 Antigrain warheads are not craftable